Arcane Sight. The phaerimm can see magical auras as if permanently under the effects of a detect magic spell.
Avoidance. If the phaerimm is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Immutable Form. The phaerimm is immune to any spell or effect that would alter its form.
Legendary Resistance (3/Day). If the phaerimm fails a saving throw, it can choose to succeed instead.
Magic Resistance. The phaerimm has advantage on saving throws against spells and other magical effects.
Magic Weapons. The phaerimm's weapon attacks are magical.
Phaerimm Magic. The phaerimm does not require verbal or material components to cast spells.The phaerimm can also concentrate on two different spells, once concentration is broken both spells are lost.
Spellcasting. The [Adult Phaerimm] is a 16-level spellcaster. Its spellcasting ability is [Charisma] (spell save DC 21, +13 to hit with spell attacks). The phaerimm can innately cast counterspell and shield 3/day. The phaerimm has the following spells prepared:
Cantrips (at will): acid splash, fire bolt minor illusion, mage hand, true strike
1st level (4 slots):ray of sickness, thunderwave
2nd level (3 slots): blur, crown of madness, flame blade, heat metal, hold person, invisibility, pass without trace, shadow blade, vortex warp
3rd level (3 slots):hypnotic pattern, lightning bolt
4th level (2 slots):banishment, dimension door, greater invisibility, [mind lash]
5th level (2 slots):cloudkill, dominate person
6th level (1 slot):mass suggestion
7th level (1 slot):prismatic spray
8th level (1 slot): [draindoom]
Multiattack.The phaerimm makes six attacks: one with its bite, four with its claws, and one with its stinger. 2 claws attacks can be replaced by a spell.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 16 (2d10 + 5) [piercing] damage. On a hit the phaerimm drains the target of two spell slots, if the target has no remaining slots it drains a random attuned magic item of a magical property.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 12(2d6 + 5) [slashing] damage (2d6) extra [psychic] damage for one attack with (Lash of Agony)
Mind Lash. Ranged Weapon Attack: +13 to hit, reach 15 ft., 1 target. Hit: 21 (6d6) [psychic] damage. On a fail the creature mind is tormented and falls prone and is stunned until the end of its next turn. *4th Level**Concentration* (Add additional target for every 2 spell slots)
Stinger. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 9 (1d8 + 5) [piercing] damage and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. Until the poison ends, the target is paralyzed and levitates a few feet off the ground. The target can repeat the saving throw at the end of each of its turns, ending the poison on a success.
Implant (Recharge 5-6).The phaerimm uses its stinger to lay eggs inside the body of an incapacitated creature. The creature must succeed on a DC 14 Constitution saving throw or be implanted with phaerimm eggs. After 1d6 days, the eggs begin to gestate. The host feels unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. After a further 24 hours, the phaerimm young devour their way out of the host in 1 round, killing the host and causing 1d8 phaerimm hatchlings to appear from the host's corpse. If the creature is cured of disease before the phaerimm hatchlings emerge, the unborn phaerimm disintegrate and the effect ends.
Shadow Blade. Melee Weapon Attack: +13 *ADV* to hit, reach 5 ft., 1 target. Hit: 13 (4d8) [psychic] damage *5th level* As a bonus action on your turn, you can move the weapon up to 20 feet up to a range of 60 ft. and repeat the attack against a creature within 5 feet of it.
True Strike. true strike As a bonus action.
The phaerimm can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The phaerimm regains spent legendary actions at the start of its turn.
Detect. The phaerimm makes a Wisdom [Tooltip Not Found] check.
Bite or Claw Attack. The phaerimm makes one attack with its bite or claws.
Shatter Minds (Costs 2 Actions). The phaerimm releases a telepathic scream to break the will of nearby creatures. Each creature of the phaerimm's choice within 30 feet of it must succeed on a DC 20 Charisma saving throw or bestunned until the end of that creature's next turn. While the creature is stunned, it has disadvantage on Wisdom and Charisma saving throws against being charmed
Description
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the [Adult Phaerimm] takes a lair action to cause one of the following effects; the [Adult Phaerimm] can’t use the same effect two rounds in a row:
- A strong, putrid-smelling wind blows around the phaerimm. Each creature within 60 ft. must succeed on a DC 15 STR save or be pushed 15 ft. away and knocked [prone].
- One creature the phaerimm can see within 120 ft. must succeed a DC CHA save or become tormented by visions of the horror and torture that the phaerimm has inflicted. The creature is [frightened] until the next initiative 20 and also gain a form of short term madness.
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